using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SkillObject_Health : Entity_Health
{
    
    [SerializeField] private float baseHealth;
    protected override void OnEnable()
    {
        currentHealth = baseHealth;
    }
    public override void Dead()
    {
        transform.GetComponent<SkillObject_TimeEcho>().HandleDestory();
    }
}
